General Elemental and Elemental Spirit Spells

This college covers elemental spirit spells and spells that are common to all four colleges of elemental magic. Unless specified, each elemental college has its own variant of each of these spells, which must be learned separately.

Changes to Elemental Spirit Spells in GURPS Magic

Control Elemental - Item: (b) Staff, Wand or Jewelry. Mage Only. Gives a bonus up to +5 to the mage's effective spell skill and/or Will rolls to control an elemental. Cost: 200 points per +1 bonus.

Summon Elemental and Create Elemental - The mage can attempt to extend the duration of this spell if he can win a contest of skills vs. his spell skill vs. the ST and HT of the elemental. If the mage attempts to extend his control of the elemental and fails, the elemental reacts to him at -4 (cumulative) and might attack.

Elemental Spirit Spells in GURPS Magic

Summon Elemental
Control Elemental
Create Elemental


Alter Properties of Element Area

This spell gives one element the properties of another. The substance created obeys physical laws like original material but it has properties of material into which it was transmuted. For example, air transmuted earth would look like air and could be breathed like air, but would fall to the ground if dropped and could be handled. The exact details of this spell are up to the GM.

Duration: 10 seconds.
Base Cost: 4 per hex, 2 to maintain.
Prerequisite: Magery, 5 spells each in all four Elemental colleges.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Animate Element Regular, resisted by IQ

This spell is identical to the Animate spell found in GURPS Grimoire (G26) except that it only works for natural objects associated with a given element. Each elemental college has its own variant of the spell. For example, a water mage could animate the contents of a barrel of water, but not a barrel of beer, or an earth mage could animate a natural rock, but not a stone statue.
In other respects, this spell is identical to the Animate spell, except that by concentrating, the caster may control the object. The personality and statistics of the object are up to the GM's discretion.

Duration: 1 minute.
Cost: As for Animate.
Time to Cast: 3 seconds.
Prerequisites: Magery 2 and Elemental Speech (Same College).
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from the net.

Banish Elemental Regular or Area, resisted by ST

This spell causes elementals to be banished from an area where they are present. If the caster is attempting to banish an elemental under the control of another mage, he must win a Contest of Skills (Elemental spell vs. Banish Elemental spell) to banish the elemental.
If this spell is cast on a free or uncontrolled elemental, the elemental resists with ST.
If this spell is cast on an area before an elemental is summoned, the elemental summoning will automatically fail.

Duration: 1 hour.
Cost: 6 to cast, 3 to maintain. If cast as an Area spell, this spell has a Base Cost of 6, 3 to maintain.
Prerequisite: Summon Elemental.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Usable only by a mage. (b) This spell can be permanently cast on an area for 100 times the base cost.

Control Minor Elemental Regular, resisted by HT or IQ

As the Control Elemental Spell, but this spell only works on elementals with combined attributes under 20.
This spell can be used as a prerequisite for the Control Elemental spell.

Duration: 1 hour, can't be maintained.
Cost: 2 points.
Prerequisite: 4 Elemental College Spells of the same college or Summon Minor Elemental
Item: Staff, Wand or Jewelry. Does not cast spell but gives +2 to attempts to cast the spell. Energy Cost to Create: 500 points.

Elemental Form Regular, resisted by Will

For the duration of the spell, the subject becomes an inanimate object of the appropriate sort of element with a mass and volume roughly equivalent to his original size. In this form, the subject cannot move.
The subject remains aware of his surroundings. He may also use non-physical skills if he can roll vs. Will-3. He can also cast spells if he knows them at a high enough level that he can cast them without words or gestures.
The caster may choose the precise form the subject's new body will take, within the natural parameters of the material.

Duration: 1 minute.
Cost: 4, 2 to maintain.
Prerequisite: Animate Element (Same College).
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Some versions are Always On and are Hexed. Energy Cost to Create: 200 points.
Author: Adapted from the net.

Elemental Poison Regular, resisted by HT

This spell creates an area of contact poison about 2 feet square. When touched, this poison will turn the creature that touches it into an unliving mass of the element governed by the spell. For example, a victim poisoned by Elemental Water would turn to water and flow away.
Alternately, the caster can attempt to poison the victim by touching him, in this case, the mage must roll vs. DX to touch the victim. The touch can be Blocked or Dodged, or Parried with a weapon. Unarmed Parries don't work.

Duration: 1 hour or until discharged. (The effects of the poison are permanent.)
Cost: 5 points, can't be maintained.
Time to Cast: 5 seconds
Prerequisite: Magery, 5 elemental spells from the same elemental college.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 600 points. Usable only by a mage. (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Many versions are Hexed. Energy Cost to Create: 200 points.

Elemental Power Special

This spell is identical to the Draw Power (Technology) spell, except that the mage can draw power from the heat or energy within a specific sort of element.
Fire mages can pull energy from fire or sources of tremendous heat (like volcanoes). Water mages can draw power from the energy within falling or moving water. Air mages can draw power from wind or storms and Earth mages can draw power from energy within the earth - either heat within the earth (from volcanoes) or energy (such as fault lines or landslides).
A side effect of this spell is that energy is taken out of the system from which the mage is drawing power. For example, an earth mage would lessen the stress on a fault line by tapping the energy within the fault. The natural phenomenon will continue, but it won't have its usual effects. In the example above, the faults will still move, but they will move without causing earthquakes. Given the amount of energy in large natural systems, and the limited ability of most mages to tap this power, places like faults, volcanoes, sea currents, etc. provide effectively limitless power.
By using this spell on natural elements that contain relatively small areas of energy, the mage can lower the material to a lower energy state to the surrounding "ambient" energy level. For example, a fire mage could use this spell to "draw the heat" from a fire or hot metal, cooling it to room temperature. A water mage could condense steam into cool water. An earth mage could cause an unstable pile of earth to settle or slowly "melt", eliminating the risk of collapse or slide.
This application of the spell provides little or no energy for the mage, but does allow him to cool, slow or quiet natural phenomenon.
The mage can tap 1 point of energy per turn per two levels of skill with this spell. The mage can attempt to draw more power by taking a -1 skill penalty for each additional point of power he wishes to drain. If the mage fails his skill roll, he takes 1 point of damage for every point by which he missed the roll. Critical failures double damage. Armor, Toughness, DR, and so forth do not protect against this damage. Magic spells, such as Shield, will protect.
The mage must roll vs. skill when he first casts the spell and when he wishes to maintain the spell.

Duration: 1 minute.
Cost: None to cast; 1 to maintain. This maintenance cost is not reduced by high skill and can't be paid for from the energy tapped.
Time to Cast: 10 seconds.
Prerequisites: Magery, 10 Elemental College spells from the appropriate college.
Item: Altar, Cauldron, or similar large, bulky item that weighs at least 500 lbs. Each 500 points of energy used to enchant the object gives the mage using it +1 to his effective skill with the appropriate version of the Elemental Power spell.

Elemental Speech Information

This spell allows the caster to speak with an inanimate object associated with a given element. Each elemental college has its own variant. For example, a mage with the Elemental Speech (Fire) spell could communicate with a fire or a piece of charred wood.
The information gained from the Elemental Speech spell is similar to the Images of the Past spell. The object will remember the past from its own viewpoint (GM's interpretation).
This spell also allows the mage to communicate with the appropriate type of Elemental.

Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.
Time to Cast: 10 seconds.
Prerequisite: Elemental Strength.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.
Author: Adapted from the net.

Elemental Steed Regular

This spell summons a "steed" appropriate to the element that will serve the mage as a mount. It has no natural attacks.
Steeds of different elements have different properties and each type of elemental steed is a different spell.
Earth: A giant beast (usually a horse, or similar beast of burden) made of rock or iron. The mount has ST 35, DX 9, IQ 3, HT 13/50, PD 3, DR 8 and Move 10. The beast can carry 2 people and bear up to 1,000 lbs. of weight. Alternately, the beast can take the form of a giant burrowing creature that has ST 35, DX 9, IQ 3, HT 12/15 and Move 5, but which can burrow through earth at Move 3 or Rock at Move 1. It can carry 2 people and 250 lbs. of excess cargo.
Air: A solid cloud or an ethereal winged creature, that has ST15, DX14, IQ3, HT13/20 PD 5, DR 3, and can fly at Move 25. It can carry 1 person and 50 lbs. of extra cargo. For double cost, the beast has ST35 and can carry 2 people and 200 lbs. of extra cargo.
Fire: A giant horse (or other creature) made of fire. It has ST 25, DX 11, IQ 3, HT 13/20, PD 3, DR 5 and Move 15. It can carry 1 person and 250 lbs. of cargo, or two people and no cargo. The horse will set items that it touches on fire, and does 1d-3 points of fire damage per turn by touch. The riders and cargo are immune to the beast's flames.
Water: Either creates a solid wave or giant sea creature. The creature has ST 35, DX 10, IQ 3, HT 12/20, PD3, DR8 and can Swim at Move 15.
No special skill is needed to control or ride these beasts and they are assumed to have the appropriate skills (such as Flight or Swimming) at Skill level 15. They will automatically respond to the mental or verbal commands of their rider.
In other respects, the elemental beasts are like Elementals of the same type when determining what types of attacks damage them.

Duration: 1 hour.
Cost: 5 points, same to maintain.
Time to Cast: 5 seconds.
Prerequisite: Magery, 5 elemental spells for the type of elemental steed.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Elemental Strength Regular, resisted by HT

This spell allows the mage to temporarily draw power from a large sources of elemental energy near his location (within 10 hexes) to increase his Strength and Dexterity. Each elemental college has its own variant.
To use this spell, the mage rolls vs. his Elemental Strength spell skill. The number of points of ST and DX gained is equal to the amount by which the mage made his skill roll (minimum of 1). The mage may apply these points to either DX or ST, or both, with the limitation that DX can't be increased by more than 5 points. In addition, for every 3 points placed in one attribute 1 point must be placed in the other.
Active Defenses and Speed are affected by temporary increases in DX. For example, a mage who made his skill roll by 4 could place 3 points into DX, but would have to put the fourth point into ST. His Active Defenses, Speed and Move would be increased by the 3-point increase to DX.
When the spell ends, if the mage chooses to maintain the spell, he must roll vs. skill again to determine the new ST and DX gain, Fatigue loss and spell duration. Fatigue is assessed after the spell ends. If the mage is reduced to below 0 Fatigue due to spell casting costs, the extra fatigue is taken from HT. Unwilling subjects resist with HT.

Duration: One turn for every point of success (minimum of 1).
Cost: 1 Fatigue per point of ST or DX gained. Same to maintain.
Prerequisite: Magery.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.
Author: Adapted from the net.

Elemental Turning Regular, resisted by HT and ST

This spell will "turn" hostile elementals or elemental creatures, keeping them at bay.
The elemental resists with a combination of its ST and HT vs. the mage's skill plus Will. If the mage wins the contest of skill, the elemental cannot get within 5 hexes of the mage and cannot launch any attack on the mage or anyone else within 5 hexes of the caster. If the mage forces the elemental into a situation where it cannot keep at least 5 hexes of distance or if the mage attacks the elemental, the creature gets to roll a new contest of skills to break the spell.

Duration: 1 minute.
Cost: 3, plus 1 per 5 points of ST of elemental, same to maintain.
Prerequisite: Summon Elemental.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Free Elemental Special

This spell can be used to break an opponent's control of a summoned elemental. A freed elemental must make a reaction roll. On a reaction of Poor or better it will vanish, otherwise it attacks the person who summoned it.
The attempt to free the elemental is resolved as contest of Summon Elemental vs. Free Elemental spells with each caster getting a bonus for every point of energy they put into the original spell.

Duration: Permanent.
Cost: 3, plus 1 per 5 points of ST of the elemental.
Prerequisite: Summon Elemental.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 600 points. Usable only by a mage.

Protection from Elementals Area, resisted by HT

This spell forces elementals and elemental creatures to stay out of the protected area. An elemental may move into the area by making a resistance roll vs. HT every hour. Elemental attacks can penetrate the protected area.
This is also a Protection and Warning spell.

Duration: 1 hour.
Base Cost: 3 to cast, 2 to maintain.
Prerequisite: Resist (Element).
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be permanently cast on an area for 100 times the base cost.

Strengthen Elemental Regular

This spell strengthens an existing elemental. There is no limit on the amount that the elemental's ST or HP can be increased. HT can be increased to a maximum of 16, DX and IQ can be increased to a maximum of 12. Move and other figured attributes can't be increased, even if their underlying attributes are improved.

Duration: Until elemental is dispelled or leaves
Cost: 1 per point of HP or ST, 2 per point of HT, 3 per point of DX or IQ.
Prerequisite: Create (Element), 3 other spells from the same college.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Summon Elemental Creature Special

As Summon Elemental Spell, but this spell allows the mage to summon other creatures from the appropriate elemental plane. Once summoned, the creatures can be controlled by the Control Elemental spell.
The spell for summoning each elemental creature is a different spell.

Duration: 1 hour, can't be maintained.
Cost: 1/4 the total of the creature's four attributes. Double this cost if cast in a place inappropriate to the element being invoked.
Time to Cast: Seconds equal to half the base cost of the spell.
Prerequisite: Summon Elemental (of the appropriate Element).
Item: Staff, Wand or Jewelry. Doesn't summon the creature but gives +2 to all attempts to summon elemental creatures of the appropriate element. Energy Cost to Create: 1,000 points. Usable only by a mage.

Summon Greater Elemental Special

This spell functions identically to the Summon Elemental spell, except that it summons a Greater Elemental.
Once summoned, the Greater Elemental can be controlled with the Control Elemental spell.

Duration: 1 hour. May not be maintained.
Cost: 12 points.
Time to Cast: 1 minute.
Prerequisites: Summon Elemental, 12 spells of the appropriate element or Summon Greater Elemental for another element + 6 spells of the appropriate element.
Item: Staff, Wand or Jewelry. Gives +2 to summon and control such creatures. Energy Cost to Create: 1,000 points. Usable only by a mage.
Author: Keith Bisset (Revenant).

Summon Minor Elemental Special

This spell is identical to the Summon Elemental Spell, but the elemental summoned will have greatly reduced attributes. Roll 1d for ST and HT. IQ is 2, DX is 1d+3. Move, PD and DR are identical to that of a normal elemental, damage from attacks is half that of a normal elemental. If halving the damage would result in basic damage of 1d-6 or less, the elemental has no effective attack.
Once summoned, the Minor Elemental can be controlled with the Control Minor Elemental or Control Elemental spell. If the Control Elemental spell is cast, it gives the mage an additional +4 to his roll in the contest of skills to control the minor elemental.
A minor elemental's attributes can't be increased using the Strengthen Elemental spell.

Duration: 1 hour.
Cost: 2, same to maintain.
Prerequisite: Create (Element), 4 other spells from the same Elemental College.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Staff, Wand or Jewelry. Doesn't summon Minor Elementals, but does give the user +2 to cast this spell. Energy Cost to Create: 350 points.

Take Elemental Regular, resisted by Spell

This spell allows a caster to attempt to take over an elemental summoned by another mage. If the other mage resists the takeover attempt, roll a Contest of Skills between the Summon Elemental skill of the first mage and the Take Elemental skill of the other mage. If either mage critically fails his roll in the contest of skills or both mages fail their skill rolls, the elemental breaks free and is uncontrolled.
If the attacking mage is successful, he is responsible for maintaining the spell and controlling the elemental.
If the elemental breaks free, roll a normal reaction for the elemental. On a result of Poor or greater, it vanishes. Otherwise, roll randomly: 1-4 it attacks the mage who first controlled it. 5-6 it attacks the mage who was attempting to take control. If the elemental breaks free because one mage critically failed his skill roll, the elemental will automatically attack him if it doesn't vanish.

Duration: Permanent.
Cost: 1/4 the cost of the combined attributes of the elemental to be controlled.
Time to Cast: 1 second per energy point.
Prerequisite: Summon Elemental.
Item: Staff, Wand or Jewelry. Gives +4 to attempts to cast this spell or win contests of skill. Energy Cost to Create: 1,000 points. Usable only by a mage.

Transmute Element Regular or Area

This spell transmutes one element into a like quantity of another element. For example, water could be turned into air, fire, or earth with this spell.

Duration: Permanent.
Cost: 1 per 25 lbs. (or 1 cubic foot) of material to be transmuted. If cast as an area spell, the cost is 5 per hex of material to be transmuted, regardless of mass.
Time to Cast: 10 seconds.
Prerequisite: Alter Properties of Element.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points. Usable only by a mage.

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